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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
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#define ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
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#include "game/systems/updatable-system.hpp"
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#include <engine/entity/id.hpp>
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#include "game/components/collision-component.hpp"
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#include <engine/geom/primitive/ray.hpp>
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/**
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* Maintains a spatially partitioned set of collision meshes.
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*/
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class collision_system: public updatable_system
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{
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public:
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explicit collision_system(entity::registry& registry);
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virtual void update(double t, double dt);
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/**
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* Picks the nearest entity with the specified picking flags that intersects a ray.
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*
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* @param ray Picking ray.
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* @param flags Picking flags.
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*
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* @return ID of the picked entity, or `entt::null` if no entity was picked.
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*/
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entity::id pick_nearest(const geom::primitive::ray<float, 3>& ray, std::uint32_t flags) const;
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/**
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* Picks the nearest entity with the specified picking flags that has a non-negative distance from a plane.
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*
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* @param origin Origin of the picking plane.
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* @param normal Picking plane normal direction.
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* @param flags Picking flags.
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*
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* @return ID of the picked entity, or `entt::null` if no entity was picked.
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*/
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entity::id pick_nearest(const float3& origin, const float3& normal, std::uint32_t flags) const;
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private:
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void on_collision_construct(entity::registry& registry, entity::id entity_id);
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void on_collision_update(entity::registry& registry, entity::id entity_id);
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void on_collision_destroy(entity::registry& registry, entity::id entity_id);
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};
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#endif // ANTKEEPER_GAME_COLLISION_SYSTEM_HPP
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